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I'm just stopping in to ask if you'd all take a moment to go to the PlanetSide 2 forums and answer the question that is the title of this thread: What are your top 3 bases and or outposts in PlanetSide 2?

Personally, I would have different favorites depending on whether I was attacking or defending, but your format does not allow reasons to be given for that choice.

It's a shame that... I think that the results would have been more interesting.

Also, I cannot create an account to post there because it recognises that I am from Europe and sends me to the Pro7 sign up page. I already have a Pro7 account, of course, but that does not allow me to sign onto the SOE forums.

Tawrich Tech Plant
- Can be attacked from 3 sides.
- Each of the satellites are interesting and open to attack in many ways.
- The network of roads and entryways between the Tech Plant and the satellites are brilliant.
- These series of bases are always on fire during Tech plant alerts

Andvari Biolab
- Can be attacked from 3 sides (N, E, S)
- The North to South lanes so fun to fight in. There's always a back and forth, going up and down. What's great is, the long lane is capped by a tower from the south and the north.
- The Eastern flank/lane of the Biolab is awesome as well, since it leads to interesting areas
- During Esamir Alerts, this area is always hot. The flow of battles are so good, only stopping at powerful defensive chokepoint bases like Towers, Eisa, or the Octagon.

Crossroads Watchtower
- There are so many great towers, especially in Indar! Indar Excavation, Regent Rock Garrison and Crimson Tower Bluff (in that order). But Crossroads is the best of them all, (narrowly better than Indar Excavation because it is smack dab in the middle of Indar and a very busy position).
- Can be attacked on all sides!
- The transition to other bases, Xenotech, Snake Ravine, or Broken Arch roads is very fluid.
- The mountain over looking NE has to be guarded from Tank, Max, turret, sniper campers.
- The C cap point gives a natural cover for Sunderer
- The B Cap point is also gorgeous. It can be defended and attacked in so many ways!
- And Main Tower point has to be covered from tanks shelling/camping from the old 'Magrider Hill' north as well.
- The trees give natural cover for attackers coming from Xenotech hill.
- The Bridge area has an walkway under it. That walkway is also connected to the north entrance and altogether wrapped around C where the attackers use it as a flanking or staging area. There are so many layers to it!
- There are so many ways to approach this base. It is such a brilliant layout.

Overall thoughts:
- PLEASE do not think of it as just a base. Think of it as a base and its transition to other bases. These bases can be attacked in so many ways and smooth transition aids in fomenting a fight.
- That tiny, empty building between Quartz Ridge and Indar Excavation is a great example. It is used to be an empty death zone. Now, whoever wins that empty lot attacks the next base! Now that NC is out of the SE corner, it will be great to see the Indar Excav-Quartz Ridge - Coramed Triangle once more!
- Both sides will actually fight for that empty forward base. It is proof that Cap points aren't really needed on outposts! They should add more of these abandoned buildings between two hard-to-capture bases.

Personally I like the bases that are:-
- not spread out, it's easy to get back into the action
- not chaotic, you need to be able to play the layout as well as have some kind
- separates vehicles from the infantry fights (and I think they should stop harassers going where they shouldn't)

So, I rule out bases like Amp Stations, too chaotic and spread out for me (the newer design is even more chaotic imho). It also rules out Andvari Frozen Reservoir for the same reasons.

I do like nearly all towers and nearly all Bio Labs. Towers produce a good fight no matter how many people are there but Bio's sometimes don't and when they do they are often over too quickly because of the daft short timer.

From my point of view the problem with the walls on Esamir are that stuff like finding your way in or out is hard. Something that can be fixed easily surely.

The bases I chose as my best three are:-
1. Snowsheer Watchtower - very often good fights and can be intense(I like attacking and defending)
2. Octagon - it's one of those where it needs quite a few people but when enough are there there are good fights. I like to two tier and the walls ofc.
3. Palos Solar Array - very good fights can occur. There are choke points and also the walls make LA a good option.

1). Tumas Tech-Plant
I love the open field in the south, the mountains to the west and the thick patch of trees to the east... and the paths with the cement tunnels give great flanking options between the three satellites that usually provide unique firefights.

2). Chimney Rock Depot
I love that the A point is just surrounded by these thick trees offering tons of natural cover that make it slightly difficult for tanks/aircraft to strafe infantry.

3). Genudine Physics Lab
I love that this facility is smack dab in the center of a thick tree grove, south of the facility across a field there's a small natural trench with vines growing off the rocks that make for a unique approach when attacking the small outpost, I love this facility so much!

After seeing Esamire and these giant black walls, I want to see what the devs can do with barriers against tanks or aircraft that look... natural and not forced like Esamire came across. Making the environment look practical or natural just adds to the immersion of the universe your fighting in. As much as I love the new designs to bases on Esamire, a lot of the environments looked forced to cater to MLG players and not naturally formed, environments didn't look battle ready/Militarily practical to me.

This is from before the Esamir revamp, and now it lasts on to after. Snowshear is incredible because of the ridge surrounding it; it forms a soft-barrier between infantry and vehicle combat that I think should be a model for other bases where the devs want there to be continued vehicle and infantry combat throughout base capture. The fields between it and Palos/Crystal Ridge/Freyr also make for great battles.

Beyond Snowshear, it is really hard for me to choose.

2) Sungrey

I have some of my best PS2 memories in northern Amerish, particularly between Sungrey and NC Arsenal. Like Snowshear, there's some good fields, some good mountains, and a terrain barrier between the base proper and the open space outside.

3) Indar Bay Point

This reminds me of classic PS1 bridge battles with a PS2 twist. Everyone has a real hard time getting around here, so it's just a long, brutal slog over the bridge. The twist is, there's not terrain significant enough to shell the bridge and prevent an advance on either side, save for aircraft. There is however terrain underneath the bridge. A close second to this is Regent Rock Garrison, for different reasons of course, but it's a tower, on Indar, with limited mobility due to its proximity to a cliff--I like that.

Shadespire Farms - as odd as it sounds, it may just be nostalgia as it reminds me of one of the Dutch maps in COD 1. But I love fighting there, Wide open on one side and a slightly cluttered route to the point on the other. Just simplistic and entertaining.

The Bastion - Multiple levels done well.

Lithcorp Secure Mine.

Splitpeak Pass and Auraxis Firearms would be close to favourites as well along with the Ascent and Ravens Landing. Not that its common to have a good fight there. But anyway.

I started my post with my top 3 formatted properly, and then put a short paragraph below it. I don't think it will be removed.

I copied and pasted Metalsheep's top 3:

1: The (Old) Crown.
2: The Stronghold
3: Beta Techplants. (With the shield gen and SCU INSIDE the main building.)

Any actual defensible base is my favorite. Battles that take longer are the best. Defenders that can repel overwhelming odds are the best. Most bases on Auraxus just take 55% attackers, and defenders automatically lose, making bases near worthless. Bio Labs take about 60% attackers, but then it is an automatic win for the attackers. There's plenty of creatively designed bases that I'd like to pick, but the defensibility is so poor, that they're not a choice.

I think what makes the best bases is not just the base themselves, but how it interacts with bases nearby. That massive push between Quartz Ridge and IndarEx, or watching storms of rockets between Scarred Mesa and Red Ridge are what planetside is all about. The old triangle of death is just a sentimental memory of meaningless slaughter. lol

It has to be moderated to work. You can't expect developers to read 500 posts, half of which are 2 pages long from people meandering and ranting about shit.

Why not? They want direction on what is the most important aspect of the game they should put the effort in to get a clear picture. Because they are still getting it wrong, vehicles can still spam control points and vehicles can camp spawns. While ever this is the case they have failed.

The biolab is the only proper base in the game.

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Average play time of 2.5hours per day and falling. Need metagame.Average play time of 2.0hours per day and falling. Need metagame / Continents.